mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 20:55:19 +00:00
696897b058
svn-id: r35648
546 lines
15 KiB
C++
546 lines
15 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "m4/assets.h"
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#include "m4/globals.h"
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#include "m4/compression.h"
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namespace M4 {
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BaseAsset::BaseAsset(M4Engine *vm, Common::SeekableReadStream* stream, int size, const char *name) : _vm(vm) {
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}
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BaseAsset::~BaseAsset() {
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}
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MachineAsset::MachineAsset(M4Engine *vm, Common::SeekableReadStream* stream, int size, const char *name) : BaseAsset(vm, stream, size, name) {
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uint32 stateCount = stream->readUint32LE();
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for (uint32 curState = 0; curState < stateCount; curState++) {
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uint32 stateOffset = stream->readUint32LE();
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_stateTable.push_back(stateOffset);
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}
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_codeSize = size - 4 - 4 * stateCount;
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_code = new byte[_codeSize];
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stream->read(_code, _codeSize);
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}
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MachineAsset::~MachineAsset() {
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delete[] _code;
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}
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void MachineAsset::getCode(byte *&code, uint32 &codeSize) {
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code = _code;
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codeSize = _codeSize;
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}
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uint32 MachineAsset::getStateOffset(uint32 state) {
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assert(state < _stateTable.size());
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return _stateTable[state];
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}
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SequenceAsset::SequenceAsset(M4Engine *vm, Common::SeekableReadStream* stream, int size, const char *name) : BaseAsset(vm, stream, size, name) {
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_localVarCount = stream->readUint32LE();
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_codeSize = size - 4;
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_code = new byte[_codeSize];
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stream->read(_code, _codeSize);
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}
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SequenceAsset::~SequenceAsset() {
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delete[] _code;
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}
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void SequenceAsset::getCode(byte *&code, uint32 &codeSize) {
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code = _code;
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codeSize = _codeSize;
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}
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DataAsset::DataAsset(M4Engine *vm, Common::SeekableReadStream* stream, int size, const char *name) : BaseAsset(vm, stream, size, name) {
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_recCount = stream->readUint32LE();
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_recSize = stream->readUint32LE();
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_dataSize = _recCount * _recSize;
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_data = new long[_dataSize];
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for (uint32 i = 0; i < _dataSize; i++)
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_data[i] = (long)stream->readUint32LE();
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}
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DataAsset::~DataAsset() {
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delete _data;
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}
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long *DataAsset::getRow(int index) {
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assert(index < _recCount);
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return &_data[_recSize * index];
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}
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SpriteAsset::SpriteAsset(M4Engine *vm, Common::SeekableReadStream* stream, int size, const char *name, bool asStream) : BaseAsset(vm, stream, size, name) {
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_stream = stream;
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if (_vm->isM4()) {
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loadM4SpriteAsset(vm, stream, asStream);
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} else {
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loadMadsSpriteAsset(vm, stream);
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}
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}
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void SpriteAsset::loadM4SpriteAsset(M4Engine *vm, Common::SeekableReadStream* stream, bool asStream) {
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bool isBigEndian = false;
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uint32 frameOffset;
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uint32 header = _stream->readUint32LE();
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if (header == HEAD_M4SS) {
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printf("LE-encoded sprite\n");
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} else {
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printf("BE-encoded sprite\n");
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isBigEndian = true;
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}
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_srcSize = parseSprite(isBigEndian);
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_stream->readUint32LE();
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_frameRate = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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_pixelSpeed = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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_maxWidth = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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_maxHeight = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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_stream->skip(6 * 4);
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_frameCount = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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printf("SpriteAsset::SpriteAsset() srcSize = %d; frameRate = %04X; pixelSpeed = %04X; maxWidth = %d; maxHeight = %d; frameCount = %d\n", _srcSize, _frameRate, _pixelSpeed, _maxWidth, _maxHeight, _frameCount);
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for (int curFrame = 0; curFrame < _frameCount; curFrame++) {
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frameOffset = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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_frameOffsets.push_back(frameOffset);
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}
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_frameOffsets.push_back(_srcSize - 48 - _frameCount * 4);
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_frameStartOffset = _stream->pos();
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// We don't need to load frames when streaming
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if (asStream)
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return;
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for (int curFrame = 0; curFrame < _frameCount; curFrame++) {
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frameOffset = _frameStartOffset + _frameOffsets[curFrame];
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_stream->seek(frameOffset);
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SpriteAssetFrame frame;
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loadFrameHeader(frame, isBigEndian);
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// Load & unpack RLE data if it's not a streaming animation
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if (frame.stream != 1) {
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frame.frame = new M4Sprite(stream, frame.x, frame.y, frame.w, frame.h, true, frame.comp);
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#if 0
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char fn[512];
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sprintf(fn, "%04d.raw", curFrame);
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FILE *h = fopen(fn, "wb");
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fwrite((byte*)frame.frame->getData(), frame.w * frame.h, 1, h);
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fclose(h);
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#endif
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}
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_frames.push_back(frame);
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}
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}
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void SpriteAsset::loadMadsSpriteAsset(M4Engine *vm, Common::SeekableReadStream* stream) {
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int curFrame = 0;
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uint32 frameOffset = 0;
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MadsPack sprite(stream);
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_frameRate = 0;
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_pixelSpeed = 0;
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_maxWidth = 0;
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_maxHeight = 0;
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Common::SeekableReadStream *spriteStream = sprite.getItemStream(0);
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for (int i = 0; i < 19; i++) {
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spriteStream->readUint16LE();
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}
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_frameCount = spriteStream->readUint16LE();
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// we skip the rest of the data
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delete spriteStream;
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// Get the palette data
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spriteStream = sprite.getItemStream(2);
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int numColors = 0;
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RGB8 *palData = Palette::decodeMadsPalette(spriteStream, &numColors);
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Common::copy(palData, &palData[numColors], &_palette[0]);
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if (numColors < 256)
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Common::set_to((byte *)&_palette[numColors], (byte *)&_palette[256], 0);
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_colorCount = numColors;
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delete[] palData;
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delete spriteStream;
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spriteStream = sprite.getItemStream(1);
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Common::SeekableReadStream *spriteDataStream = sprite.getItemStream(3);
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SpriteAssetFrame frame;
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for (curFrame = 0; curFrame < _frameCount; curFrame++) {
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frame.stream = 0;
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frame.comp = 0;
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frameOffset = spriteStream->readUint32LE();
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_frameOffsets.push_back(frameOffset);
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spriteStream->readUint32LE(); // frame size
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frame.x = spriteStream->readUint16LE();
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frame.y = spriteStream->readUint16LE();
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frame.w = spriteStream->readUint16LE();
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frame.h = spriteStream->readUint16LE();
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if (curFrame == 0)
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printf("%i frames, x = %i, y = %i, w = %i, h = %i\n", _frameCount, frame.x, frame.y, frame.w, frame.h);
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frame.frame = new M4Sprite(spriteDataStream, frame.x, frame.y, frame.w, frame.h, false);
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_frames.push_back(frame);
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}
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delete spriteStream;
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delete spriteDataStream;
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}
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SpriteAsset::~SpriteAsset() {
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for (Common::Array<SpriteAssetFrame>::iterator it = _frames.begin(); it != _frames.end(); it++) {
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delete (*it).frame;
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}
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}
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int32 SpriteAsset::parseSprite(bool isBigEndian) {
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uint32 format, chunkType, chunkSize = 0;
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_colorCount = 0;
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format = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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chunkType = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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if (chunkType == CELS__PAL) {
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chunkSize = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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uint32 numColors = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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// TODO
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//if (palette) {
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// TODO: A sprite set palette specifies the indexes, which need not start at
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// index 0. For now, I'm simply preloading the currently active palette
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// before starting to replace existing entries
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_vm->_palette->grabPalette((byte *) _palette, 0, 256);
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_colorCount = 0;
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for (uint32 i = 0; i < numColors; i++) {
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uint32 paletteEntry = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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uint index = (paletteEntry >> 24) & 0xFF;
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_palette[index].r = ((paletteEntry >> 16) & 0xFF) << 2;
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_palette[index].g = ((paletteEntry >> 8) & 0xFF) << 2;
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_palette[index].b = (paletteEntry & 0xFF) << 2;
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_colorCount = MAX<int>(_colorCount, index);
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}
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/*
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} else {
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stream.seek(colorCount, )
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data += colorCount * 4;
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}
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*/
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chunkType = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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}
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if (chunkType == CELS___SS) {
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chunkSize = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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} else {
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warning("SpriteAsset::parseSprite() Expected chunk type %08X, got %08X", CELS___SS, chunkType);
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}
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return chunkSize;
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}
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void SpriteAsset::loadFrameHeader(SpriteAssetFrame &frameHeader, bool isBigEndian) {
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_stream->readUint32LE();
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frameHeader.stream = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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frameHeader.x = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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frameHeader.y = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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frameHeader.w = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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frameHeader.h = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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frameHeader.comp = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE();
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frameHeader.frame = NULL;
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_stream->seek(8 * 4, SEEK_CUR);
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//printf("SpriteAsset::loadFrameHeader() stream = %d; x = %d; y = %d; w = %d; h = %d; comp = %d\n", frameHeader.stream, frameHeader.x, frameHeader.y, frameHeader.w, frameHeader.h, frameHeader.comp);
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}
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M4Sprite *SpriteAsset::getFrame(int frameIndex) {
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return _frames[frameIndex].frame;
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}
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void SpriteAsset::loadStreamingFrame(M4Sprite *frame, int frameIndex, int destX, int destY) {
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uint32 frameOffset = _frameStartOffset + _frameOffsets[frameIndex];
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_stream->seek(frameOffset);
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SpriteAssetFrame frameHeader;
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loadFrameHeader(frameHeader);
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if (frameHeader.w > 0 && frameHeader.h > 0) {
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Common::MemoryReadStream *frameData = _stream->readStream(getFrameSize(frameIndex));
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if (frameHeader.stream) {
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frame->loadDeltaRle(frameData, destX - frameHeader.x, destY - frameHeader.y);
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} else {
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frame->loadRle(frameData);
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}
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delete frameData;
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}
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}
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RGBList *SpriteAsset::getRgbList() {
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RGBList *result = new RGBList(_colorCount);
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Common::copy((byte *)&_palette[0], (byte *)&_palette[_colorCount], (byte *)result->data());
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return result;
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}
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void SpriteAsset::translate(RGBList *list, bool isTransparent) {
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for (int frameIndex = 0; frameIndex < _frameCount; ++frameIndex)
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_frames[frameIndex].frame->translate(list, isTransparent);
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}
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int32 SpriteAsset::getFrameSize(int index) {
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/*
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if (index + 1 == _frameCount) {
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} else {
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}
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*/
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return _frameOffsets[index + 1] - _frameOffsets[index];
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}
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AssetManager::AssetManager(M4Engine *vm) {
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_vm = vm;
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/* Initialize asset arrays */
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for (int i = 0; i < 256; i++) {
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_MACH[i] = NULL;
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_SEQU[i] = NULL;
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_DATA[i] = NULL;
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_CELS[i] = NULL;
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}
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}
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AssetManager::~AssetManager() {
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// unload all remaining assets
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clearAssets(kAssetTypeMACH, 0, 255);
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clearAssets(kAssetTypeSEQU, 0, 255);
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clearAssets(kAssetTypeCELS, 0, 255);
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clearAssets(kAssetTypeDATA, 0, 255);
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}
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bool AssetManager::clearAssets(AssetType assetType, int32 minHash, int32 maxHash) {
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minHash = MAX<int>(0, minHash);
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maxHash = MIN<int>(maxHash, 255);
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switch (assetType) {
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case kAssetTypeMACH:
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for (int i = minHash; i <= maxHash; i++)
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if (_MACH[i]) {
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delete _MACH[i];
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_MACH[i] = NULL;
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}
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break;
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case kAssetTypeSEQU:
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for (int i = minHash; i <= maxHash; i++)
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if (_SEQU[i]) {
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delete _SEQU[i];
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_SEQU[i] = NULL;
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}
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break;
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case kAssetTypeDATA:
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for (int i = minHash; i <= maxHash; i++)
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if (_DATA[i]) {
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delete _DATA[i];
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_DATA[i] = NULL;
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}
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break;
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case kAssetTypeCELS:
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for (int i = minHash; i <= maxHash; i++)
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if (_CELS[i]) {
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delete _CELS[i];
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_CELS[i] = NULL;
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}
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break;
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}
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// FIXME: no value is returned, returning true for now
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return true;
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}
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bool AssetManager::loadAsset(const char *assetName, RGB8 *palette) {
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printf("AssetManager::loadAsset() %s\n", assetName);
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// TODO, better use MemoryReadStreamEndian?
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//convertAssetToLE(assetData, assetSize);
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Common::SeekableReadStream *assetS = _vm->res()->get(assetName);
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while (assetS->pos() + 12 < assetS->size()) {
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uint32 chunkType, chunkSize, chunkHash;
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chunkType = assetS->readUint32LE();
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chunkSize = assetS->readUint32LE() - 12; // sub 12 for the chunk header
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chunkHash = assetS->readUint32LE();
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printf("hash = %d\n", chunkHash);
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// Until loading code is complete, so that chunks not fully read are skipped correctly
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uint32 nextOfs = assetS->pos() + chunkSize;
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switch (chunkType) {
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case CHUNK_MACH:
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printf("MACH\n");
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clearAssets(kAssetTypeMACH, chunkHash, chunkHash);
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_MACH[chunkHash] = new MachineAsset(_vm, assetS, chunkSize, assetName);
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break;
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case CHUNK_SEQU:
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printf("SEQU\n");
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clearAssets(kAssetTypeSEQU, chunkHash, chunkHash);
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_SEQU[chunkHash] = new SequenceAsset(_vm, assetS, chunkSize, assetName);
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break;
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case CHUNK_DATA:
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printf("DATA\n");
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clearAssets(kAssetTypeDATA, chunkHash, chunkHash);
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_DATA[chunkHash] = new DataAsset(_vm, assetS, chunkSize, assetName);
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break;
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case CHUNK_CELS:
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printf("CELS\n");
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clearAssets(kAssetTypeCELS, chunkHash, chunkHash);
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_CELS[chunkHash] = new SpriteAsset(_vm, assetS, chunkSize, assetName);
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break;
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default:
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printf("AssetManager::loadAsset() Unknown chunk type %08X\n", chunkType);
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}
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// Until loading code is complete (see above)
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assetS->seek(nextOfs);
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}
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_vm->res()->toss(assetName);
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// FIXME: no value is returned, returning true for now
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return true;
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}
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int32 AssetManager::addSpriteAsset(const char *assetName, int32 hash, RGB8 *palette) {
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bool alreadyLoaded = false;
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if (hash < 0) {
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for (int i = 0; i <= 255; i++) {
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if (_CELS[i] != NULL) {
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if (_CELS[i]->getName() == assetName) {
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alreadyLoaded = true;
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hash = i;
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break;
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}
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} else {
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hash = i;
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break;
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}
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}
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} else {
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alreadyLoaded = _CELS[hash] != NULL && _CELS[hash]->getName() == assetName;
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}
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/* Not loaded and no empty slots */
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if (hash < 0)
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return -1;
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if (!alreadyLoaded) {
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printf("AssetManager::addSpriteAsset() asset %s not loaded, loading into %d\n", assetName, hash);
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clearAssets(kAssetTypeCELS, hash, hash);
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Common::SeekableReadStream *assetS = _vm->res()->get(assetName);
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_CELS[hash] = new SpriteAsset(_vm, assetS, assetS->size(), assetName);
|
|
_vm->res()->toss(assetName);
|
|
|
|
} else {
|
|
|
|
printf("AssetManager::addSpriteAsset() asset %s already loaded in %d\n", assetName, hash);
|
|
|
|
/* TODO/FIXME
|
|
if (_CELS[hash].palOffset >= 0 && palette)
|
|
restorePalette(palette, _CELS[hash].data + _CELS[hash].palOffset);
|
|
*/
|
|
|
|
}
|
|
|
|
return hash;
|
|
|
|
}
|
|
|
|
void AssetManager::restorePalette(RGB8 *palette, byte *data) {
|
|
// TODO
|
|
}
|
|
|
|
void AssetManager::convertAssetToLE(byte *assetData, uint32 assetSize) {
|
|
|
|
}
|
|
|
|
MachineAsset *AssetManager::getMachine(int32 hash) {
|
|
assert(_MACH[hash] != NULL);
|
|
return _MACH[hash];
|
|
}
|
|
|
|
SequenceAsset *AssetManager::getSequence(int32 hash) {
|
|
assert(_SEQU[hash] != NULL);
|
|
return _SEQU[hash];
|
|
}
|
|
|
|
DataAsset *AssetManager::getData(int32 hash) {
|
|
assert(_DATA[hash] != NULL);
|
|
return _DATA[hash];
|
|
}
|
|
|
|
SpriteAsset *AssetManager::getSprite(int32 hash) {
|
|
assert(_CELS[hash] != NULL);
|
|
return _CELS[hash];
|
|
}
|
|
|
|
M4Sprite *AssetManager::getSpriteFrame(int32 hash, int frameIndex) {
|
|
assert(_CELS[hash] != NULL);
|
|
return _CELS[hash]->getFrame(frameIndex);
|
|
}
|
|
|
|
int32 AssetManager::getSpriteFrameCount(int32 hash) {
|
|
assert(_CELS[hash] != NULL);
|
|
return _CELS[hash]->getCount();
|
|
}
|
|
|
|
} // End of namespace M4
|